OnlineRon91
Joker++
Incorporating mb f3 bounce cancel into your game will help you open up your opponents, something The Joker cannot do without meter. The strings to cancel out of are 11, 21, f23 and 32. I could write a wall of text on why mb f3 bounce cancel is a good addition to your game, but Pros and Cons list should suffice.
Pros
- On Hit, you can go for wall carry and damage combos, both of which deny Wake-Ups.
- On Block, you are at +6 and in range for b1, b2, b3, f3, d2, d3, Acid Blossom, Crowbar, RLG, and Teeth.
- Mentioned strings naturally combo into a mb f3. As in they cannot block between the strings and mb f3, if the string already hit them.
- Cost two meters
- At 32 Start-Up frames, can be reacted to.
So what are the combos I can get out of this anyways? I will not include the string when calculating the damage because I will be assuming that you caught them with f3 and the previous string was blocked.
Combos
- Wall Carry: mb f3, ji2, f23 xx Crowbar, Forward Dash, Crowbar (31%)
- Damage (Easy): mb f3, ji2, 32 xx Acid Blossom (35%)
- Damage (Hard): mb f3, d2 xx Far Teeth, 32 (1 Hit) xx Acid Blossom, 32 (1 Hit) xx Acid Blossom (39%)
Character Specific Reversal Options
Aquaman = Trident Scoop/Water Shield will hit/negate 32 string. All other strings hit.
Catwoman = High Feline Evade avoids all strings unless the mb f3 is delayed.
Joker = All strings hit.
MMH = All strings hit.
Lobo = All strings hit.
Shazam = Atlas Torpedo/Both Teleports avoid 32 string. All other strings hit.
Solomon Grundy = Walking Corpse hits all strings unless the mb f3 is delayed.
Zod = General Parry will parry 11, 21 and f23 strings. 32 string hits.
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